Behavioral evidence that repetitive responses in a free-movement pattern Y-maze are associated with ageing-related deficit in working memory.

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Tác giả: Matthew O Parker, Edward S Redhead, Jude Rolfe-Tarrant, Antony Wood

Ngôn ngữ: eng

Ký hiệu phân loại:

Thông tin xuất bản: Netherlands : Behavioural processes , 2025

Mô tả vật lý:

Bộ sưu tập: NCBI

ID: 716797

Visuospatial working memory (VSWM) is crucial for navigating complex environments and is known to decline with ageing. The Free-Movement Pattern (FMP) Y-maze, used in animal studies, provides a robust paradigm for assessing VSWM via analyses of individual differences in repeated alternating sequences of left (L) and right (R) responses (LRLR, etc.), the predominant search pattern in many species. Previous human studies have used a honeycomb-shaped maze, designed for continuous search and trajectory-based navigation, and have shown ageing-related decline in performance of alternating responses. To date, there has been no examination of responses in the closed Y-maze in humans, faithfully replicating the discrete arm entry conditions of animal experiments. Experiment 1 replicated results observed in the honeycomb Y-maze: younger participants (18-40 years) displayed higher levels of alternating turns (LRLR/RLRL), while older participants (70 + years) exhibited predominantly sequential repetitive responses (i.e. LLLL/RRRR). Experiment 2 demonstrated that alternations reflect VSWM. Specifically, there was a significant correlation between proportion of alternating responses and higher scores on the digital Corsi test, a validated measure of VSWM. When alternating responses were reinforced in Experiment 3, older participants still alternated less and repeated more than younger participants. These findings suggest that age-related declines in VSWM underpin the repetitive search patterns observed in older adults. By faithfully replicating the conditions of animal studies, the closed FMP Y-maze offers a simple, scalable tool for assessing VSWM in humans. Its design is particularly suited for gamification, enhancing motivation, reducing stress, and personalizing interventions to improve performance in older populations.
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